cartreader/Cart_Reader
2017-09-08 14:46:24 +02:00
..
Cart_Reader.ino V28B: Add reset to readmode before blankcheck for GBA repro with Intel flashrom 2017-09-08 14:46:24 +02:00
EEPROMAnything.h Initial commit 2016-07-04 13:21:34 +02:00
FLASH.ino V27D: Fixed 16bit flashrom functions for writing 29L3211 and similar 2017-07-13 10:51:20 +02:00
GB.ino V24D: More names that were one char too long 2017-05-15 10:24:28 +02:00
GBA.ino V28B: Add reset to readmode before blankcheck for GBA repro with Intel flashrom 2017-09-08 14:46:24 +02:00
MD.ino V27B: Add Mega Drive FRAM read/write 2017-06-28 20:31:50 +02:00
N64.ino V27A: Add Mega Drive SRAM read/write 2017-06-27 23:27:10 +02:00
NP.ino V25B: Small Bugfix 2017-06-04 16:36:16 +02:00
README.md Update README.md 2017-07-10 20:07:45 +02:00
SNES.ino V27D: Fixed 16bit flashrom functions for writing 29L3211 and similar 2017-07-13 10:51:20 +02:00

This Arduino code is written by a beginner for beginners, therefore I tried to comment every line of code. To an experienced coder this probably will seem very wrong but it really helps if you're just starting out.

Source code files:

  • Cart_Reader.ino is the main file that contains functions and variables being used by multiple submodules and also the main menu
  • EEPROMAnything.h helps with reading and writing to the Atmega's internal eeprom
  • FLASH.ino is for reading and writing 29F016, 29F032, 29F033, 29F1610 and 29L3211 flashroms
  • GB.ino includes everything Game Boy and Game Boy Color
  • GBA.ino includes everything Game Boy Advance
  • MD.ino includes everything for the SEGA Mega Drive
  • N64.ino includes everything Nintendo 64
  • NP.ino includes everything for Nintendo Power SF Memory and GB Memory cartridges
  • SNES.ino includes everything Super Nintendo

Every submodule has it's own setup_XX() function that configures the needed pins and a submenu that lets you choose what you want to do. The code directly addresses the pins via the DDR, PIN and PORT registers.
Please also refer to the pinout Excel sheet.

void setup_N64_Controller() {  
  // Output a low signal  
  PORTH &= ~(1 << 4);  
  // Set Controller Data Pin(PH4) to Input  
  DDRH &= ~(1 << 4);  
}  

Would be the same as this in a more traditional Arduino sketch:

int dataPin = 7;   

void setup(){    
  // Output a low signal   
  digitalWrite(dataPin, LOW);   
  // Set controller data pin to input  
  pinMode(dataPin, INPUT);  
}  

To preserve memory every string is saved into the flash of the Arduino, also called progmem. This is done by using the F() macro.

println_Msg(F("Press Button."));  

Also all the menus are stored in progmem and are only recalled to sram when needed.

// N64 controller menu items  
const char N64ContMenuItem1[] PROGMEM = "Test Controller";  
const char N64ContMenuItem2[] PROGMEM = "Read ControllerPak";  
const char N64ContMenuItem3[] PROGMEM = "Write ControllerPak";  
const char N64ContMenuItem4[] PROGMEM = "Reset";  
const char* const menuOptionsN64Controller[] PROGMEM = {N64ContMenuItem1, N64ContMenuItem2, N64ContMenuItem3, N64ContMenuItem4};  

In an effort to keep the codebase as portable as possible instead of using the functions supplied by the OLED library directly to print out text helper functions like println_Msg are being used. So if you want to change to another display library you don't need to change all the code but only the helper functions.

void print_Msg(long unsigned int message) {
  if (enable_OLED)
    display.print(message);
  if (enable_Serial)
    Serial.print(message);
}

For development purposes you can route all the text output to the Arduino's Serial Monitor instead of to the OLED screen. In this case you control the cart reader by typing numbers into the serial monitor corresponding to the action you want to perform. If you are asked to press the button just send a random number.

// If you don't have an OLED screen change  
// enable_OLED to 0 and enable_Serial to 1   
#define enable_OLED 0   
#define enable_Serial 1   

To compile and upload the code please have a look at this wiki article.